Importance Score: 25 / 100 🔵
The innovative walking simulator, Baby Steps, was initially unveiled in June 2023, and upon its debut, reactions were mixed. For those immersed in gaming for over three decades, genuine surprises are rare, yet the reveal trailer for Baby Steps evoked a sense of bewilderment. A duality of thought emerged: recognizing the novelty of the concept while questioning its viability as a compelling gaming experience. However, after approximately an hour of hands-on gameplay, any skepticism transformed into firm enthusiasm.
The game commences with a brief introduction. Players assume the role of Nate, an adult male residing with family, who is abruptly transported into the game’s virtual world. A tutorial section guides players on the fundamentals of locomotion, tasking them to navigate a cave system. Emerging from this initial area, players are then thrust into an expansive open world with a singular objective: reaching a distant mountain.
Journey to the Horizon
This mountain is not merely a backdrop segmented by loading screens or distinct zones; it is a tangible, geographical landmark. The journey is continuous and in real-time, with each step incrementally reducing the distance. This realization proved to be a captivating aspect of the Baby Steps experience.
“It began as a much smaller design,” stated Bennett Foddy, one of the creators of Baby Steps. “However, as an experiment, we developed a level spanning 100 meters in width. It immediately became evident that this approach would foster more engaging gameplay, emphasizing strategic route planning and precise foot placement. And we thought, surely crafting an open-world game couldn’t be that challenging!”
Incremental Traversal
Once the initial awe of the world’s vastness subsided, the impulse to stray from the direct path took over. Attention was drawn to a distant carousel, sparking curiosity. Lacking a map or waypoints, player autonomy dictates exploration in Baby Steps. Distant campfires serve as visual cues, hinting at a ‘conventional’ direction of progression. Traversing varied terrains, including mud, puddles, twigs, and stones, the advanced haptic feedback of the DualSense controller became apparent. Each surface produced corresponding tactile sensations, accompanied by the satisfying sound of crunching earth and materials underfoot.
“There’s an innovative experimental music system that synchronizes with the walking gameplay,” Foddy explained. “Furthermore, we believe we’ve developed a compelling narrative stemming from Nate’s circumstances. And the game is replete with further surprises.”
Having swiftly completed the initial tutorial, exploration commenced through a peculiar, seemingly deserted carnival area. A captivating object positioned atop the carousel became a focal point, leading to the first obstacle: ascending medium to moderately high ledges and navigating slick surfaces.
The object exerted an irresistible appeal, prompting an investment of time in mastering the nuanced controls. This involved determining the necessary knee lift for clearing a significant step and the step width required to maintain balance. Despite lasting only a brief period, overcoming this obstacle felt akin to triumphing over a formidable boss. The reward at the carousel’s summit? A hat.
Indeed, a simple hat, yet one concealing hidden features best discovered organically. Baby Steps incorporates a multitude of collectible items, with their purpose unfolding as part of the player’s experience. Crucially, these items do not enhance locomotion – that remains solely reliant on player skill and control.
Reassuringly, the developers affirmed that Baby Steps is designed to be accessible and enjoyable for players of varying skill levels. This is a key strength of the open-world design. Should players falter or stumble, alternate points of interest are always available, offering opportunities for unexpected discoveries.
“In the past, I’ve released games known for their difficulty without alienating too many players,” Foddy commented. “However, with Baby Steps, we have diligently aimed to create a game that appears challenging but offers a more relaxed play experience. Perhaps we have even made it excessively approachable.”
Embark on the Journey
Baby Steps foregoes checkpoints, eliminates death mechanics, and lacks fast travel options. The primary progression indicators are the character’s improved walking posture and variations in terrain. While a narrative arc and defined conclusion exist, the open world encourages extensive exploration even after the main storyline completion.
Similar to many open-world titles, the degree of engagement with the world and Nate’s backstory is user-dependent. Initially, Nate was perceived as a mere avatar to navigate the environment. However, subsequent discoveries and cryptic messages ignited an inquisitive drive to unravel the specifics of his peculiar situation: the who, what, where, when, and why.
Though time spent with Baby Steps was limited, it sufficed to encounter a number of supporting characters, some potentially missable. Constantly, new avenues for exploration and the metaphorical (and literal) mountain ascent beckoned. The development team was queried regarding any deeper subtext within Nate’s journey, or whether his motivation remained simply reaching his destination.
“Everyone experiences moments of feeling awkward,” Foddy responded. “Slightly clumsy, perhaps disoriented and uncertain. I believe this is a universally relatable sentiment. As for his glutes, that is an aspirational level of power.”
Unexpectedly, a game predicated on the simple act of walking, where each step presents a potential challenge, proved captivating. The willingness to dedicate significant time, perhaps ten minutes or even an hour, to reach a slightly distant item or investigate an anomalous structure emerged quickly. While the ultimate scope of Baby Steps remains unknown, the anticipation to discover where the next footstep leads is palpable.